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Video game designs by girls and boys: variability and consistency of gender differences
10 references·15 citing·34 second hop
Video game designs by girls and boys: variability and consistency of gender differences (1998)Video game designs by girls and boys: var…Aptitude, Learning, and Instruction (2021)Aptitude, Learning, and Instr…Play, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …Life on the Screen (1995)Life on the ScreenFailing at Fairness: How America's Schools Cheat Girls. (1995)Failing at Fairness: How Amer…Action video games and informal education: Effects on strategies for dividing visual attention (1994)Action video games and inform…Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Toys as Culture (1987)Toys as CultureThe Second Self: Computers and the Human Spirit (1986)The Second Self: Computers an…Mind and Media: The Effects of Television, Video Games, and Computers (1984)Mind and Media: The Effects o…Kindergartener’s meaning making with multimodal app books: The relations amongst reader characteristics, app book characteristics, and comprehension outcomes (2019)Kindergartener’s meaning maki…Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games (2016)Do Men Advance Faster Than Wo…K-12 teachers encounter digital games: a qualitative investigation of teachers' perceptions of the potential of digital games for K-12 education (2013)K-12 teachers encounter digit…Child–computer interaction (2012)Child–computer interactionLooking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Looking for Gender: Gender Ro…Contesting Binaries: Teenage Girls as Technological Experts (2009)Contesting Binaries: Teenage …Certezas e interrogantes acerca del uso de los videojuegos para el aprendizaje (2009)Certezas e interrogantes acer…The Lara Phenomenon: Powerful Female Characters in Video Games (2007)The Lara Phenomenon: Powerful…The Design and Use of Simulation Computer Games in Education (2007)The Design and Use of Simulat…Making games for social change (2006)Making games for social changeLa dimensión socioeducativa de los videojuegos (2006)La dimensión socioeducativa d…Girl gamers: the controversy of girl games and the relevance of female‐oriented game design for instructional design (2006)Girl gamers: the controversy …Her own Boss: Gender and the Pursuit of Incompetent Play (2005)Her own Boss: Gender and the …Design vs. Content: A Study of Adolescent Girls' Website Design Preferences (2004)Design vs. Content: A Study o…Bridging the Gender Gap in Computing: An Integrative Approach to Content Design for Girls (2003)Bridging the Gender Gap in Co…Thought and language (1962)Understanding Media: The Extensions of Man (1964)Interaction of Media, Cognition, and Learning (2012)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation. 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this work references cited by second hop

References

  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 1986The Second Self: Computers and the Human Spirit1,721 cited
  • 1995Failing at Fairness: How America's Schools Cheat Girls.760 cited
  • 1995Life on the Screen756 cited
  • 1995Minds in play: computer game design as a context for children's learning566 cited
  • 2021Aptitude, Learning, and Instruction555 cited
  • 1984Mind and Media: The Effects of Television, Video Games, and Computers337 cited
  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 1994Action video games and informal education: Effects on strategies for dividing visual attention283 cited
  • 1987Toys as Culture172 cited

Cited by

  • 2009Looking for Gender: Gender Roles and Behaviors Among Online Gamers343 cited
  • 2007The Lara Phenomenon: Powerful Female Characters in Video Games220 cited
  • 2012Child–computer interaction127 cited
  • 2016Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games122 cited
  • 2006Girl gamers: the controversy of girl games and the relevance of female‐oriented game design for instructional design86 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2007The Design and Use of Simulation Computer Games in Education68 cited
  • 2009Certezas e interrogantes acerca del uso de los videojuegos para el aprendizaje66 cited
  • 2019Kindergartener’s meaning making with multimodal app books: The relations amongst reader characteristics, app book characteristics, and comprehension outcomes43 cited
  • 2006Making games for social change41 cited
  • 2009Contesting Binaries: Teenage Girls as Technological Experts39 cited
  • 2006La dimensión socioeducativa de los videojuegos37 cited
  • 2005Her own Boss: Gender and the Pursuit of Incompetent Play35 cited
  • 2013K-12 teachers encounter digital games: a qualitative investigation of teachers' perceptions of the potential of digital games for K-12 education35 cited
  • 2003Bridging the Gender Gap in Computing: An Integrative Approach to Content Design for Girls25 cited
  • 2004Design vs. Content: A Study of Adolescent Girls' Website Design Preferences22 cited